Every Week It's Wibbley-Wobbley Timey-Wimey Pookie-Reviewery...
Showing posts with label Films. Show all posts
Showing posts with label Films. Show all posts

Saturday, 9 August 2025

Burns So Very Very Brightly

It begins with an interview deep in the Rep-Detect Unit headquarters of the LAPD Tower. On one side of the table is a ‘Blade Runner’, an officer belonging to the unit dedicated to apprehending and retiring rogue replicants. On the other is a suspected replicant, a service technician at the headquarters of the Wallace Corporation apprehended after breaking into the company’s Replicant Memory Vault. The suspect lacks a serial number which would indicate that he is a registered Nexus-8 or Nexus-9 model. Surely there cannot be any Nexus-6 models still surviving? Unable to determine if the suspect is a Replicant, the officer has turned to an older method to detecting his status. A Voight-Kampff wheezes between the officer and the suspect. On the table is a list of questions the officer will put to the suspect. Quickly though, the suspect’s brazen refusal to engage with the emotional nature of the questions turns to violence and the interviewee turns on the interviewer. A bruising, bloody fracas ensues. The interviewer is bruised and battered, but his colleagues on the other side of the glass to the interview room were able to come to his help. The suspect is dead, his status is uncertain. Is he an aberration, or there unregistered Replicants on the streets of LA?

This is the set-up to Blade Runner: The Roleplaying Game – Case File 02: Fiery Angels—and it is a great set-up, one that clearly echoes the begin of the film, Blade Runner, itself, when Blade Runner, Dave Holden, is seen conducting a Voight-Kampff test on Leon Kowalski. Dave Holden is, of course, by this time, the head of the Rep-Detect Unit, huffing and puffing through the replacement lungs for the ones that Kowalski shot out of him. Further, this is not the only reference to Blade Runner to be found during the course of the investigation. For example, the officers pay a visit to the Yukon Hotel on Hunterwasser Street where Leon Kowalski stayed, and both Ray McCoy and Runciter’s Live Animals appear from the 1997 Blade Runner video game from Westwood Studios. The Case File is littered with such references which the fan of Blade Runner will appreciate and which will also help to pull the players into the future of 2037. Such refences are not the only immersive elements in the Case File either, for just like ‘Case File 01: Electric Dreams’ in the Blade Runner – The Roleplaying Game Starter Set, the investigation is supported with numerous handouts that give points of reference and clues to the players and their characters. 

Blade Runner: The Roleplaying Game – Case File 02: Fiery Angels is a scenario for Blade Runner: The Roleplaying Game, published by Free League Publishing. Although it can be run on its own, it specifically designed as a sequel to ‘Case File 01: Electric Dreams’ in the Blade Runner – The Roleplaying Game Starter Set, being part of ‘The Immortal Game’ campaign arc. Even then, the Game Master may need to make some alterations to this new Case File as some NPCs who appear in ‘Case File 01: Electric Dreams’ may have died. Blade Runner: The Roleplaying Game – Case File 02: Fiery Angels comes as a boxed set which contains not only the sixty-page book for the case file, but also a set of fourteen Mugshot cards, seven maps depicting locations pertinent to the case, and a sturdy, buff envelope marked ‘RDU – LAPD REP–Detect’. This contains another eleven clues and Esper images that the Player Characters can search for clues. 

The interview and subsequent death of the service technician triggers an investigation into the possibility of there being rogue Replicants at large in LA and if so the possibility that someone else is using technology stolen from the Tyrell Corporation, technology that is now solely owned by the Wallace Corporation. The investigation is against the clock, just four days before the antagonists’ plans come to a fruition, with numerous leads to follow. As in Blade Runner: The Roleplaying Game, the investigation is carried out in shifts—four per day, with one required for Downtime—with the Player Characters, not just encouraged, but actually needing to split up to cover everything and everywhere. Information can be shared and updated between the Player Characters via their KIAs, Knowledge Integration Assistant units. The investigation is very well organised by NPCs and locations, clearly listing what the Player Characters might find should they interview the persons there and look at scenes. Some of the locations are not directly linked to the investigation, but may be places that a Player Character might go to speak to a contact.

In terms of structure, there are scenes in Blade Runner: The Roleplaying Game – Case File 02: Fiery Angels where the action and story are quite directed, even forced. This is intentional, designed to ramp up the tension and even set up events in the sequel to the scenario. One Player Character, ideally a Human, will also find himself in the spotlight for much of the scenario, his integrity and humanity much tested. Other than that, there are tables of Downtime Events for the Player Characters, including a special set for the Player Character in the spotlight, plus a list of Promotion and Humanity awards. The Case File is designed to be played by between one and four Player Characters and if played by one, the single player will find his character placed in the spotlight in more ways than one. 

Blade Runner: The Roleplaying Game – Case File 02: Fiery Angels should provide two or three sessions’ worth of grim, grimy, and uncertain play. Although its Case File could be run as a standalone investigation, it works best as a continuation of  ‘Case File 01: Electric Dreams’ from the Blade Runner – The Roleplaying Game Starter Set, and as such, this is an ‘in between’ scenario, which continues the overall plot, but does not finish it. The only difficulty really is making adjustments to take account of the changes between this Case File and ‘Case File 01: Electric Dreams’, primarily if certain NPCs were killed in ‘Case File 01: Electric Dreams’.

Physically, Blade Runner: The Roleplaying Game – Case File 02: Fiery Angels is superbly presented. It is a fantastic boxed with great handouts and good maps, many of which could easily be used by the Game Master again for her own scenarios. The scenario is well written and organised and the artwork throughout is stunning, everywhere and everyone seeming to step out of the shadows in Film Noir fashion. 

The unfortunate truth is that there is not great deal of support for Blade Runner: The Roleplaying Game, but there can be no doubt that Blade Runner: The Roleplaying Game – Case File 02: Fiery Angels is a brilliant addition to what is a very short line. It explores identity and the nature of what it is to be human from start to finish, really placing one Player Character in the spotlight, and does so in an incredibly good looking package.

Sunday, 26 May 2024

More Than Human

The year is 2037. Under the darkness of a world soiled by war, pollution, and ecological degradation, in the shadows spun by neon, simulacra skulk, hiding amongst those they want to be like, and they will do anything to survive and become more like the masters they once served. The Wallace Corporation is the wealthiest company in the system, having made free technologies and scientific advances that has ensured the survival of mankind with a reliable supply of food and an advanced communications network replacing the one that was destroyed along with vast swathes of human knowledge and digital data. These though, are not the only advances it has made. Using advances made on Tyrell Corporation technology and patents, the Wallace Corporation has introduced the Nexus-9, a replicant design incapable of lying or harming humans of its own accord. In response, the United Nations repeals the UN Replicant Prohibition Act of 2023, passed in response to the killings committed by Nexus-6 models in the late teenies, and classifies the Nexus-9 as a ‘safe’ Replicant, granting them the status of second-class citizens with limited rights. Replicant Detection Units of the world’s various police forces are still responsible for investigating crimes related to replicants, especially the previous models, such as the Nexus-8, and some even begin to employ Nexus-9 units as investigators. It means that Replicants are hunting and ‘Retiring’ their own. It means that the investigators of the Replicant Detection Unit charged with tracking down Replicants, known as ‘Blade Runners’, are hunting sentient beings that look like themselves and act themselves, but are not, strictly speaking, Human. This is a future when what it is to be Human is beginning to be lost, when empathy is all that separates mankind from that which is not only faster and stronger than it is, but also threatens to replace mankind. The year is 2037 and in the city of Los Angeles, under the cacophony of neon, culture clashes, and the watchful presence of the Wallace Corporation, Blade Runners stalk the streets, gun in hand with the power to question all and the responsibility to answer for everything they do. Some Blade Runners have been on the force for decades, the Nexus-9 Blade Runner units mere months and even then, are only a year old despite being fully formed adults, will have to prove their conduct to beyond reproach, but both are police brothers.

This is the setting for Blade Runner – The Roleplaying Game, perhaps the unlikeliest of roleplaying licences. The film Blade Runner has always been regarded as a cult classic and then an accepted classic Science Fiction film, a neo-noir meditation of what it meant to be human and not only impossible to obtain the licence for, but also impossible to adapt, since after all, what was it that the Investigators would do and how exactly would you model what was human and what was not? When news broke that Free League Publishing had obtained the licence to coincide with the release of Blade Runner 2049, the official sequel to Blade Runner, the question became not if there could be a licence based on Blade Runner, but could it actually be good? Not wanting to answer that question has delayed this review of the Blade Runner – The Roleplaying Game again and again, because if there was the possibility that it could be good, there was also the possibility that it could be bad. Fortunately, Blade Runner – The Roleplaying Game is from the same publisher that released Alien: The Roleplaying Game—and that adaptation has proven to be good.

Published following a successful Kickstarter campaign, Blade Runner – The Roleplaying Game shifts the time from the 2019 of Blade Runner and the 2049 of Blade Runner 2049 to 2037. The Player Characters are all ‘blade runners’, members of Los Angeles’ Rep-Detect Unit, tasked with investigating all crimes related to Replicants. This includes tracking down older Replicant models that have gone rogue and are on Earth still illegally or have committed some other crime, as much it does anti-Replicant hate and crimes against Replicants. As a team they will be assigned ‘Case Files’, or scenarios—such as ‘Case File 01: Electric Dreams’ in the Blade Runner – The Roleplaying Game Starter Set and the recently released Case File 02: Fiery Angels—and expected to work together as a team. They will face not only the sometimes-terrible nature of the crimes they have to investigate—and the challenge of doing so—but also of political interference and interest in their efforts, both from within their department and without, and ultimately moral quandaries and situations in which they will be forced to question their Humanity and it means to be Human. The roleplaying game clearly highlights these at the start of the book as well as its key themes of ‘Sci-Fi Action’, character drama, corporate intrigue, moral conflict, and soul searching. It also notes that keeping track of the passage of time is important—this being done in shifts, used to measure investigative actions and downtime, that the necessity of investigating clues within a Case File means splitting the party, and that the moral dilemmas within a Case File may lead to Player Character versus Player Character conflict.

An Investigator in Blade Runner – The Roleplaying Game is simply detailed. He has four Attributes— Strength, Agility, Intelligence, and Empathy, and thirteen Skills, three per Attribute. The thirteenth Skill is Driving, which is derived from the manoeuvrability of the vehicle being driven. Both Attributes and Skills are assigned a letter, A, B, C, or D. Each letter corresponds to a die type, A to a twelve-sided die, B to a ten-sided die, C to an eight-sided die, and D to a six-sided die. Skills can have Specialities, representing dedicated areas of expertise, such as ‘Origami’, which lets an Investigator heal a point of Stress by folding an exquisite Origami figure or Sycophant, which grants the Investigator an extra Promotion Point as he ingratiates himself with his superiors. Thus, an Investigator is either Human or a Nexus-9 Blade Runner, and it is also possible to play a Replicant who is not aware of being a Replicant. In terms of the number of ‘Years on the Force’, the Blade Runner is either a Rookie, Seasoned, Veteran, or an Old-Timer. A Replicant Investigator can only be a Rookie. The ‘Years on the Force’ determines the years served, the number of extra points to assign to both attributes and skills, skill specialities, and both Promotion Points and Chinyen Points. Chinyen Points are the currency in the Los Angles of 2037, Promotion Points represent the Investigator’s standing within the department and have multiple uses. In general, Replicants have higher physical attributes, and limited skills and no specialities, whereas Humans tend towards the reverse. A Replicant will also have less Promotion Points and Chinyen Points.

An Investigator also has an Archetype, representing his role in the investigative team, his expertise, and the work he carries out for the LAPD. There are seven Archetypes—Analyst, Cityspeaker, Doxie, Enforcer, Fixer, Inspector, and Skimmer. The Skimmer and Cityspeaker are only available for Human characters, whilst the Doxie is only available for Replicant characters. The Analyst is a forensic specialist; the Cityspeaker works the city through his contacts and may have worked undercover; the Doxie is akin to the kick-murder squad operative seen in Blade Runner, but can read suspects too; the Enforcer uses force and violence when necessary; the Fixer uses contacts and networks to help solve crimes; the Inspector is an old hand and relies on experience; and the Skimmer who is taking kickbacks on the side. Lastly, every Investigator has a ‘Key Memory’, a ‘Key item’, and a ‘Key Relationship’. These three have different effects in play, but should ideally come into play during an investigation. The ‘Key Memory’ can be used to gain advantage on an action; the ‘Key item’ can be used to gain a lost point of Resolve, and the ‘Key Relationship’ is used by the Game Runner to create scenes in a game and interacting with the ‘Key Relationship’ will earn the Investigator Humanity Points.

The character creation process is straightforward. Some elements the player has to choose, such as assigning points to his character’s attributes, but the rest can either rolled for or randomly determined. Tables are included for the latter.

Name: Remedy
Type: Replicant
Archetype: Doxie
Years on the Force: Rookie
Appearance: You are a thing of beauty. Quite literally.

ATTRIBUTES
Strength: A/D12
Agility: A/D12
Intelligence: B/D10
Empathy: C/D8

Health: 8 Resolve: 3
Promotion Points: 1 Chinyen Points: 1

SKILLS
Hand-to-Hand Combat: B/D10, Insight: C/D8, Mobility: C/D8, Manipulation: B/D10, Observation: B/D10

KEY MEMORY
When Did It Happen? – Just a few weeks ago.
Where Did It Happen? – In the derelict housing projects of Los Angeles Hills.
Who Was There? – Your romantic partner
What Happened? – You saw something extraordinary that you cannot explain.

KEY RELATIONSHIP
Who Is It? – Romantic Partner
What’s Your Relationship Like? – Hateful
What’s Going On? – They are suspected of a crime.

SIGNATURE ITEM
A necklace

Mechanically, Blade Runner – The Roleplaying Game uses a variant of Free league Publishing’s Year Zero engine previously seen in Twilight: 2000 – Roleplaying in the World War III That Never Was. To undertake an action, a player rolls one die for the Attribute and one die for the Skill. Rolls of six or more count as a success. Rolls of ten or more grant two successes. In general, unless rolls are opposed, only one success is required to succeed at an action. An extra success enables an Investigator to get more information, perform a task faster, or help an Investigator with a task. An easy task gives an Investigator an Advantage. In which case, his player rolls another die, equal to the lowest die in the pool. Conversely, a difficult task removes the lower die in the pool altogether. If any roll is unsuccessful, a player can choose to Push the dice roll and roll again. However, if a one—or the Origami Unicorn—is rolled on the first roll or the Pushed roll, the Investigator, if Human, will suffer a point of damage if the attribute rolled was Strength or Agility or a point of Stress if the attribute rolled was Intelligence or Empathy. If a Replicant, the Investigator will always suffer Stress rather than damage. A Human can Push a Skill roll once, but a Replicant can Push a Skill roll twice.

Only in combat do more than the one extra success count, indicating that more damage has been inflicted or a critical injury. Blade Runner – The Roleplaying Game is not a forgiving game in terms of combat and all firearms have a high ‘Crit Die’, so the Investigators should not engage in combat lightly. The rules also cover vehicles in combat—some vehicles can be armed, but for the most part, one vehicle will be ramming another. The rules for chases cover chases on foot, and then by ground vehicle or in the air.
For example, Remedy has been following a suspect, Ramirez ‘Ram’ Smith, whom she thinks has links to the Replicant Underground. She has tracked him down to the Grand Central Market, where all manner of dishes and foodstuffs—legal and illegal—can be found. As her and her partner’s spinner touches down, she leaps out of the vehicle, just in time to see her quarry duck into the heavy crowds carrying a package of some kind. The Game Runner call for an Observation test to determine if Remedy can see him. Remedy has a rating of B/D10 for both Observation and Intelligence, meaning that her player will be rolling two ten-sided dice. Ramirez ‘Ram’ Smith only has a rating of D/D6 for Stealth and B/D10 for Intelligence, so the Game Runner will be rolling a six-sided die and a ten-sided die. However, he is in a crowd, so the Game Master rules that Remedy will be at a disadvantage. This means that Remedy’s player has to remove the base die for Remedy’s Intelligence, so her player will only be rolling one ten-sided die.

The Game Runner rolls an eight and a two, giving ‘Ram’ Smith one success. Remedy’s player rolls a four, so she has no successes. Remedy’s player decides to Push the roll and describes how she leaps up one of the streetlights that a food stand has tapped into illegally for power and onto the food stand’s roof. Remedy’s play takes up the ten-sided die for her Observation skill. This time though, she rolls an Origami Unicorn, meaning that not only has she failed, but she also suffers a point of Stress as even from this elevated height she cannot see her quarry. In the meantime, the proprietor of the food stand yells at her in Cityspeak to get off his roof! The Game Runner tells Remedy’s player that although she cannot see ‘Ram’ Smith, she did see someone else moving purposely through the crowds and that she was fairly certain that it was her partner! This is the cause of the Stress.
In addition to gaining Stress because rolls of one or the Unicorn Origami are made on pushed rolled, it can come from working more than three Shifts without a Downtime Shift and simply from Stressful situations. When the number of Stress points is equal to, or greater than an Investigator’s Resolve, the Investigator is broken and will suffer from randomly determined Critical Stress effect. The tables are different for Humans and Replicants. A Replicant will generally begin play with lower Resolve than a Human and react in a more extreme manner than Human would, though this can be a negative reaction or a positive one. In addition, if an Investigator is broken by Stress, his Resolve can be reduced by one, and should his superiors become aware of it, a Replicant would have to take a Baseline Test.

In terms of background, Blade Runner – The Roleplaying Game is firmly placed between Blade Runner and Blade Runner 2049. Its focus is primarily on the city of Los Angeles, now a mega-city that extends up to San Francisco and down to San Diego, and to the irradiated edge of Las Vegas. It does include some details about the places beyond the confines of Los Angeles, such as The Archipelago, what was Santa Barbara, now voluntarily flooded to turn its wealthy estates into heavily guarded and isolated compounds. There are details of Off-World and even the idea of getting Off-World is discussed, but it remains a dream for nearly all of the remaining citizenry on Earth. Even when it comes to Los Angeles, it concentrates on the main sectors of the city’s Downtown, noting particular locations such as the LAPD Headquarters, DNA Row where the best bioengineers and tech vendors can be found, and Animoid Row for the robot animals in the city. This is accompanied by descriptions of life in the city-climate, technology, communications, and so on, which the Game Runner can use to describe world around the Investigators.

A companion chapter looks at the powers that be, though concentrating on Los Angeles. This includes various corporations, the LAPD, numerous United Nations organisations, criminal gangs—including the Replicant Underground, and of course, Niander Wallace and his corporation. Seen as the saviour of mankind, he remains a mysterious figure, though a newspaper interview with him adds a nice sense of verisimilitude. The aims and relationships with the Wallace Corporation are examined, as they are likely to clash if the Investigators’ inquiries get to close, and this includes a discussion of the various models of Replicant, from the Nexus-1 all the way up to the Nexus-9. Another in-game newspaper highlights the divide in views on the acceptance of Nexus-9 Replicants in general society, despite their official recognition as individuals with limited rights. Many believe that Nexus-9 Replicants are part of a corporate effort to steal jobs and act accordingly. Others, such as members of the Replicant Underground, object to Replicants being Second Class citizens and campaign for better rights for them, and more. The assignment of Nexus-9 Blade Runners to the Replicant Detection Unit has its own issues, as each Nexus-9 Blade Runner has to prove that it is capable of fulfilling the role, which includes hunting its own, without showing the signs of emotional and mental stress that drastically affected earlier models.

Much of this modelled by two of three points which can be earned over the course of play. Chinyen Points represent an Investigator’s income and are primarily used for purchases beyond normal expenses in combination with a Connections skill roll. Promotion Points are earned by investigating a Case File efficiently and by Replicants passing a Baseline Test, but can be lost for misconduct or poorly investigating a Case File. A Replicant Blade Runner whose Promotion Points is reduced to zero must make a Baseline Test. Promotion Points are spent to gain Specialities for an Investigator’s skills, to gain access to specialised equipment from the LAPD, or exchanged for a Chinyen Point, representing a pay rise. Humanity Points are earned as determined by a Case File, as well as an Investigator bringing his Key Memory and Key Relationship into play, and by a Replicant Blade Runner failing a Baseline Test. Humanity Points are used to raise an Investigator’s skills. Of the two it is easier to gain Promotion Points rather than Humanity Points, so consequently, it is easier for an Investigator to improve via Specialities rather his skills.

The LAPD’s Replicant Detection Unit is presented in some detail, fans of Blade Runner will be pleased to note that Dave Holden, now known as ‘Iron Lung’ due to the injury suffered at the start of the film, heads the unit after Harry Bryant retired. This covers its organisation, departments, resources—including those provided by the Wallace Corporation, and day-to-day operations including standard procedures and the perils of being promoted or decorated too often. Complementing this a section on standard and non-standard Replicant Detection Unit equipment. There are old standbys detailed, such as the Voight-Kampff Machine, the Pfläger-Katsumata PK-D 5223 Blaster, and the ESPER Machine, and these are joined by the Post-Traumatic Baseline Test, the PK-D FKM890 Blaster, and Digital Companions. Plus, of course, there are the Spinners. All of this equipment is nicely detailed in a fashion that fans of both films will appreciate. All covered is shopping in general and buying goods on the black market.

For the Game Runner, there is general advice on running Blade Runner – The Roleplaying Game, setting the scene, setting the mood, and so on. The bulk of it is dedicated building and running Case Files, the investigations that the Replicant Detection Unit assigns to its Blade Runners. Broad actions within a Case File are split across four Shifts each day, with one of them being designated a Downtime Shift when the Investigator will rest and see to personal details. It will be necessary to split the Investigators up over the course of a Case File—and the roleplaying game encourages the players to do so—as there is invariably far more to a Case File than they can cover just going from scene to scene. Fortunately, the Blade Runners can stay connected and even be involved in a different scene, if only remotely, via the KIA—or Knowledge Integration Assistant—that they all carry as routine. However, the number of leads and sperate scenes is exacerbated by a Countdown, which means that the Investigators will be working against the clock, which can trigger events and even bring a Case File to a close before an investigation has had time to be completed. However, as important as Case Files are to the play of Blade Runner – The Roleplaying Game, solving them is not the point of the roleplaying game. Rather, they are a means by which the Blade Runners can be challenged by difficult personal and moral dilemmas, can be confronted by who and what they are, and be forced to make choices.

Unfortunately, there is no Case File included in Blade Runner – The Roleplaying Game. So just from the core rulebook it is difficult to see either the game play or the moral dilemmas in practice. For that, the Game Runner will need either Blade Runner – The Roleplaying Game Starter Set or Case File 02: Fiery Angels. Although disappointing, there are good reasons as why there is no Case File in Blade Runner – The Roleplaying Game, and that really is due to the handouts required, since as an investigative game, Blade Runner – The Roleplaying Game is dependent on visuals. Just as in Blade Runner and Blade Runner 2049. That said, there is a set of tables for creating the basics of a Case File that the Game Runner can then flesh out.

Beside the lack of a Case File, there is the issue of the divide in Blade Runner – The Roleplaying Game in the focus on Human and Replicant Blade Runner—more on the latter than the former. This is intentional, since Replicants are the focus of the setting in general. It shows in their physical capability versus their emotional capacity, which hinders their response to Stress and potentially their ability to work as a Blade Runner. It shows in their need to prove themselves as Blade Runners by gaining Promotion Points lest they be seen as less than ideal additions to the Replicant Detection Unit. And the best way of gaining Promotion Points will be to successfully investigate a Case File and that is unlikely to be to the benefit of other Replicants. This is the core moral quandary in Blade Runner – The Roleplaying Game. Yet mechanically, the way to prove that that a Replicant Blade Runner is emotionally capable of undertaking the role is to improve his Empathy Attribute, and that requires Humanity Points. The primary ways of gaining these are to engage with his Key Memory and Key Relationship, the others being to investigate a Case File in a more humane fashion, often against the Replicant Detection Unit’s directive and interests and fail a Baseline Test, indicating to his superiors how he is not suitable for the role. In comparison, the Human Blade Runner is not faced with this near constant balancing act, either mechanically or narratively, and most of the moral dilemmas the Human Blade Runner will be part of Case File’s story as well as with his Key Relationship, and so narrative based rather than mechanical.

Physically, Blade Runner – The Roleplaying Game is stunning book, its artwork bringing the energy and sense of movement of the streets of Los Angeles to life contrasting with the almost sepulchral atmosphere and stillness of its interiors. Everything is swathed in darkness, broken by blasts of neon shining off the ever-present rain. The book is also well written and engaging and well organised.

Despite not being set in the period of Blade Runner or Blade Runner 2049, but somewhere in between, Blade Runner – The Roleplaying Game is going to satisfy fans of both, by detailing the world and exploring its core moral questions. The only downside is that without a Case File of its own, it cannot best showcase how those core moral questions can examined, or some of the nuances present in the setting. For that, the Game Runner will need a Case File of her own or an official one from the publisher. Nevertheless, Blade Runner – The Roleplaying Game is a very good adaption of a licence previously thought unadaptable, let alone available, and a very good introduction to both the world and the questions it raises
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—oOo—

Free League Publishing will be at UK Games Expo which takes place on Friday, May 31st to Sunday June 2nd, 2024.


Sunday, 16 May 2021

Blue Collar Sci-Fi Horror Zero

It has been almost thirty years since there has been a roleplaying game set in the universe of the films Alien and Aliens, but that roleplaying game—the Aliens Adventure Game from Leading Edge Games in 1991—is primarily remembered for its complexity and emphasis upon combat over horror. That said, the publisher did produce Aliens, a highly effective treatment of the film which was also one of the earliest co-operative board games. However, Free League Publishing, best known as the publisher of Mutant: Year Zero – Roleplaying at the End of Days and Tales from the Loop – Roleplaying in the ’80s That Never Was, obtained the licence and published Alien: The Roleplaying Game in 2019. Drawing from the films Alien, Aliens, Alien 3, and Prometheus, this explores the future of mankind in the late twenty-second century, where out on the frontiers of space, colonists scratch a living on barely terraformed worlds, starships towing mammoth refineries processing resources leave for the inner worlds with their crew in hibernation, corporations own and run worlds, rivalries between corporations escalate in cold wars and hot wars, and the United States Colonial Marine Corps attempts to keep the peace. Out on the frontier, in the coldness of space there are secrets too, some corporate, others unimaginably ancient, many of which will get you killed or kill you. There are rumours of old ruins, of impossible aliens, of lost colonies, and coverups—and maybe they are more than rumours, perhaps they will get a person killed too. This is the set-up for Alien: The Roleplaying Game, its future one of body horror, survival horror, corporate malfeasance, dark secrets, and worse…

Alien: The Roleplaying Game has three themes and is designed to be played in two different modes, suggests three different campaign models, and uses the Year Zero engine. The three themes are Space Horror and Sci-Fi Action, combined with a Sense of Wonder, whilst the two modes are Cinematic and Campaign. Cinematic mode is designed to emulate the drama of a film set within the Alien universe, and so emphasises high stakes, faster, more brutal play, and will be deadlier, whilst the Campaign mode is for longer, more traditional play, still brutal, if not deadly, but more survivable. Of the two, the Cinematic mode is suited to one-shots, to convention play, and as introductions to the mechanics and setting of Alien: The Roleplaying Game. To date, the only scenarios available for Alien: The Roleplaying GameChariot of the Gods (also found in the Alien Starter Set) and Destroyer of Worlds, are written for the Cinematic mode. The three campaign models are Colonial Marines, essentially military missions like Aliens; Frontier Colonists—miners, prospectors, and settlers trying to survive for a better life on an all but barren planet; and Space Truckers—starship crews hauling goods and resources, as in Alien. The Year Zero engine, first seen in Mutant: Year Zero – Roleplaying at the End of Days and Tales from the Loop – Roleplaying in the ’80s That Never Was, employ pools of six-sided dice for fast and easy play. Like other roleplaying games, the publisher has released a set of dice for use with Alien: The Roleplaying Game, which add thematically to the game, but are not absolutely necessary to play.

The setting for Alien: The Roleplaying Game is the Frontier, a region of space which begins on the edge of the Outer Veil, runs through the Outer Rim, and out into deep space. Whilst the Outer Rim is extensively colonised, the Outer Veil is not, but is abundantly rich in mineral resources. Governments, corporations, miners, and colonists have all swarmed into the lawless, often harsh region. Colonies are rough places, many established on worlds where atmospheric processors transform the atmosphere into something breathable—for the most part, and their inhabitants do not always get along with their neighbouring colonies. Armed conflicts and rebellions are not unknown, and if corporate security forces cannot deal with an issue, then the United States Colonial Marine Corps are sent to deal with it. The Frontier is dominated by three polities. The most influential is the United Americas, a merger of North, Central, and South America into one nation, which also operates the Colonial Marines and the Colonial Navy. The other two are the Three World Empire, an alliance of the United Kingdom, Japan, and India, said to be in the pocket of the Weyland-Yutani corporation, whilst the Union of Progressive Peoples is a socialist state formed by China and Russia and other states. The Union of Progressive Peoples is resource poor and currently in a cold war with the United Americas. In addition, the Independent Core System Colonies is a loose conglomerate of privately-owned worlds, many of them by corporations, all with their own governments. None of the worlds of the Independent Core System Colonies are trusted by the other powers.

The default year for Alien: The Roleplaying Game is 2183—three years since the destruction of the Hadley’s Hope colony on LV-426, the disappearance of the USS Sulaco, and the closing of the prison and lead works on Fiorina 161. These unexplained events have led to a loss of trust between the United Americas and Weyland-Yutani, with many Frontier colonies caught in the middle. Rumours abound of strange discoveries and things going as result of these events, fuelled by Space Beast, an underground book written by a former convict on Fiorina 161. Meanwhile tensions are rising between the major powers and the corporations, leading to a redeployment of military and security forces which results in colonies being left to defend themselves the possibilities of pirates, hostile lifeforms, or invasion. Meanwhile, resources need to be hauled from the Frontier to the Core Worlds—or at least the Outer Veil, colonists and prospectors need to eke out a living, and United States Colonial Marine Corps needs to protect the peoples of the Frontier…

A Player Character in Alien: The Roleplaying Game is defined by four attributes—Strength, Agility, Wits, and Empathy, each of which has three associated skills, for a total of twelve skills. For example, Heavy Machinery, Stamina, and Close Combat are associated with Strength, whilst Observation, Comtech, and Survival are associated with Wits. All skills also have stunts which come into play when a player rolls two or more successes in an action. For example, Stunts for the Manipulation skill include persuading an opponent to do what you want without them expecting a favour in return, the opponent doing something more than was asked for, such as lending a piece of equipment or extra supplies, or simply impressing an opponent enough that they will help later. Both attributes and skills are rated between zero and five. A Player Character also has one or more Talents, essentially advantages that give him a benefit in addition to his skills, either associated with the Player Character’s career or a general Talent. For example, the Kid Talent of ‘Beneath Notice’ means that the Player Character can often escape horrible situations unscathed, his player being allowed to reroll critical injuries, whilst the general Talent of Nerves of Steel, means that the Player Character can keep a cool head and receives a bonus to Panic Rolls.

In addition, a Player Character has a buddy and rival from amongst his fellow Player Characters—intended to create tensions and roleplaying opportunities; Personal Agendas—again to create tensions and roleplaying opportunities, but also to earn a player Story Points—which can be spent to gain automatic successes, for his Player Character; and both equipment and consumables. The latter consist primarily of air, food, and water, for whilst there are monsters—inhuman and human, out there on the frontier which will kill you, so will a lack of the right consumables.

Character creation first involves selecting a Career. They include Colonial Marine, Colonial Marshal, Company Agent, Kid, Medic, Officer, Pilot, Roughneck, and Scientist, and each defines a Player Character’s key attributes and skills, and options for Personal Agenda, Appearance, Signature Item, and Gear. It is also possible to play an Android as a Player Character, and whilst they are generally stronger or more intelligent, in game terms they cannot push rolls, do not suffer Stress, and never make Panic Rolls. Damage done to them is more critical and needs to be repaired rather than healed. Fourteen points are divided between the four attributes and ten points amongst the skills. Then the player selects the character’s buddy, rival, Personal Agenda, Appearance, Signature Item, and Gear. The process is relatively easy and quick.

Name: Wilhemina Lazarus
Career: Medic
Appearance: Short, tidy hair
Personal Agenda: You are addicted to a strong painkiller. Protect your stash—and your secret.
Signature Item: Last psych evaluation: “All clear at last.”
Gear: Surgical Kit, D6 doses Naproleve

Stress Level: 0
Health: 2

Strength 2
Agility 3
Wits 4
Empathy 5

Talent: Compassion

Skills
Manipulation 1, Medical Aid 3, Mobility 2, Observation 2, Survival 1

Mechanically, Alien: The Roleplaying Game uses the Year Zero engine first seen in Mutant: Year Zero – Roleplaying at the End of Days. The rules are light and fairly quick, with dice rolls primarily intended for dramatic or difficult situations such as combat, hiding from a strange creature bent on doing unspeakable things to you, making repairs in a hurry, and so on. To have a Player Character undertake an action, a player rolls a number of Base dice equal to a combination of attribute and skill (or just attribute if the Player Character lacks the skill), aiming to roll one or more sixes. One result is enough to succeed, whilst extra successes can be used to purchase Stunts, like halving a task’s time or doing extra damage in combat. Although one Player Character can help another, Alien: The Roleplaying Game—just like the films it is based upon—will involve often conflicts between Player Characters as well as NPCs, especially when Personal Agendas clash, and where opposed rolls come into play from such situations, successes rolled by either side cancel each other out. This is particularly the case in the Cinematic mode. If a Player Character fails, or wants to generate more successes, then his player can push the roll. Although this can only be done just the once for each roll, it can generate successes, but it also leads to the core mechanic in Alien: The Roleplaying Game—Stress (and panic)!

Stress in Alien: The Roleplaying Game is designed to build and build over the course of a scenario, particularly in Cinematic mode. It is not gained just for pushing a roll, but also for firing a firearm in fully automatic mode, suffering damage, being attacked by a fellow crewman, when someone is revealed as an android, and so forth. For each level of Stress suffered by a Player Character, whenever that Player Character takes another action that requires dice to be rolled, his player not only rolls the Base dice as usual, he also rolls a Stress die. So, the more levels of Stress suffered by a Player Character, the more dice—Base dice and Stress dice—his player has to roll. This has both advantages and disadvantages. On the plus side, it increases the chances of rolling successes, but on the downside, any ones rolled have negative effects. First, they prevent the roll from being pushed; second, they trigger a Panic Roll. This requires the roll of a six-sided die plus the Player Character’s current Stress level. Results of six and below have no effect, but results of seven and above include a nervous twitch which increases everyone’s Stress level, dropping an item, immediately seeking cover, screaming, fleeing, going berserk, and more. Although rest and recuperation can reduce Stress, for the most part, over the course of a scenario, a Player Character’s Stress is going to grow and grow...
For example, Wilhemina Lazarus is the doctor on a colony world whose colonists have been attacked individually and bloodily murdered. The colony leader has also been attacked, but survived and revealed himself to be an android. Doctor Lazarus’ Stress Level is currently two. When another victim is brought in alive, but unconscious, she gets to work attempting to render medial attention. Her player will roll a total of nine Base dice—five for her Empathy, three for her Medical Aid skill, and one for Surgical Kit, and two Stress dice. Unfortunately, Doctor Lazarus’ roll does not generate any successes, but neither do any of the Stress dice generate any ones. Her player decides to push the roll. This automatically increases her Stress Level to three and adds another Stress die. The situation is proving difficult and again, Doctor Lazarus’ roll does not generate any successes, but neither do any of the Stress dice generate any ones. Normally, a player can only push a roll once, but the Compassion Talent allows a second Push for skills based on Empathy. Again, this automatically increases her Stress Level to four and adds another Stress die. Her player is rolling nine Base dice and four Stress dice. This time, he rolls five successes on the dice, but a one on a single Stress die. This means that Doctor Lazarus saves the colonist’s life, but her player needs to a make a Panic roll. Her player rolls a single six-sided die, and adds her current Stress Level, which is four. The result is seven, and Doctor Lazarus develops a Nervous Twitch, increasing her Stress Level as well as the Stress Level every Player Character nearby.
Stress in Alien: The Roleplaying Game represents an ‘adrenalin clock’, one which winds up and up to the point where a Player Character’s ‘flight or fight’ response is triggered. Once that is triggered, the Player Character may driven to take the right course of action and survive, reflected by good rolls, but conversely, bad rolls him being overcome with his own fear and suffering a panic response. The Stress mechanics very nicely model and support the rising sense of tension seen in the films that Alien: The Roleplaying Game is based on, and it is easy enough to take these Stress and Fear rules and map back onto the members of the cast in those films.

Combat in Alien: The Roleplaying Game is designed to be straightforward, but with one or two tweaks to fit the setting. One of these is Stealth Mode, the initial state for any combat situation. This is designed to cover hidden movement by NPCs and other unknown threats, attempts to detect hidden movement and threats, and the like before actual combat occurs. The rules also cover Initiative—handled by draw of a card, rated between one and ten; actions—a Player Character receives a Fast Action and a Slow Action or two Fast Actions per turn; ranged and close combat; damage and critical injuries—the latter suffered when a Player Character’s Health is reduced to zero, some of them deadly; and Overwatch, the ability for trained soldiers to monitor a particular area and be ready to shoot when something happens within it. Other hazards covered in Alien: The Roleplaying Game include starvation and dehydration, the cold vacuum of space, fire, explosions, disease, and more. Not necessarily in a huge amount of detail, but enough to cover most situations.

In terms of background, Alien: The Roleplaying Game presents a range of gear, polities, colonies, and more. The gear covers weapons, including the classic Armat M41A Pulse Rifle; equipment, like the Caterpillar P-5000 Powered Work Loader and M316 Motion Tracker; food and drink—the latter stressing the importance of free coffee on star ships and space stations; and vehicles, including the USCMC UD-4L Cheyenne Dropship. Various spaceships and stations are described, as is life and travel in space, and there are rules for space combat too, these being designed to be short and brutal. They are also supported by a solid example of play. What is emphasised throughout is the Alien universe and so that of Alien: The Roleplaying Game is one of retrofuturism, with the rough and ready nature of living and working in space and on the Frontier, and that technology is built to be rugged and work, rather than all gleaming white and flashing lights. However, technology is constantly breaking down and is becoming difficult to repair, so is regressing on the Frontier. Throughout, there is a wealth of information and small details, which can be used to flavour the setting, such as bottles of purified water being a luxury and that Paul van Leuwen, the Interstellar Commerce Commission representative who revoked Ellen Ripley’s flight status is now investigating alleged alien encounters. Throughout Alien: The Roleplaying Game there are sections entitled ‘Rumour Control’, which examine some of the stories and hearsay, from encounters with aliens to corporate shenanigans, which spread across the Frontier, and which can be used as potential scenario hooks.

For the Game Mother—as the Game Master in Alien: The Roleplaying Game is known—there is further discussion of the roleplaying game’s themes and some advice on running the game, although this is relatively light. In general, despite the relatively light nature of the mechanics,Alien: The Roleplaying Game is not necessarily best suited to be run by an inexperienced Game Mother. The advice on running in Campaign play, although supported by various tables for generating jobs, star systems, colonies, encounters, and scenario hooks, is also fairly light. Novgorod Station, a transfer station located in a mining system is detailed and mapped out as a starting point for a campaign.

And then of course, the alien species of the Alien universe receive their own chapter. These include the Engineers of Prometheus, the Neomorph of Covenant, and the classic Xenomorph of Alien, Aliens, and Alien 3, which receives the most attention of any of the species detailed in the chapter. Of these, the Engineers, whilst discussed, do not receive any game stats, but all of the others do, along with lengthy discussions of their life cycles and capabilities, from egg to face hugger to chestburster to scout to soldier to queen, and more. Every alien species has its own table of attacks, which the Game Mother can select from or roll on, and what they highlight is just how nasty these creatures are, as well preventing any encounter with them from getting stale. Even Colonial Marines, fully equipped with modern weaponry, are going to have a hard time facing many of these aliens, and just like the film, Aliens, that is how it should be. In addition, a number of other species are also detailed, native to other worlds. Overall, this section should fuel numerous scenarios in Cinematic mode and encounters in Campaign mode, although encountering such creatures in Campaign mode should be rare.

Rounding out Alien: The Roleplaying Game is the Cinematic scenario, ‘Hope’s Last Day’. This casts the Player Characters as colonists on the moon LV-426, infamous from Alien and Aliens. Returning back to the colony base after dealing with a maintenance issue, they summoned to an assembly of all the colonists, but the call is interrupted by a scream and a gunshot. What is going on? The Player Characters—five pre-generated ones are provided, each with their own Personal Agendas—are already aware of the one of the colonist being infected with a parasite, so could it be to do with that? As written, it is a sandbox built around the colony, with the Player Characters often being driven to explore it further, or run away from whatever they find. Ultimately, either the Player Characters will all die or some of them will manage to escape via the corporate shuttle which arrived the day before. The scenario is quite short, providing two sessions of play at most, and more likely a single evening’s worth. As an example, Cinematic scenario, it plays well enough and the Personal Agendas do provide the Player Characters with strong motivations, but it is a bit short and does not support the players creating their own characters.

Physically, Alien: The Roleplaying Game is a visually stunning looking book. The layout is clean and open, the text organised into boxes that makes it easy to read and view it on the page. Although it needs an edit in places, the book is well written and there are some enjoyable nods to other sources in keeping with the Alien universe such as the William Gibson script for Alien 3, Philip K. Dick’s Do Androids Dream of Electric Sheep?, and even the film, Outland. However, it is the artwork which truly captures the reader’s attention. It is truly impressive, in turns creepy, scary, majestic, awe inspiring, even mundane, whether it is depicting colonies or core worlds, the men and women of the Frontier, the cold blackness of space, the xenomorphs, or encounters with the strange and the mysterious. Much like Free League Publishing’s Symbaroum, which has its own art book with The Art of Symbaroum, the artwork in Alien: The Roleplaying Game deserves its own artbook. Which is no surprise since they share the same artist.

It is difficult to really find fault with Alien: The Roleplaying Game. One issue may be that its layout involves a lot of blank space—in this case, the blackness of space rather than white space—but the use of space in Alien: The Roleplaying Game gives the content room to breath and standout, actually making it easier to read. Another might be that it does not feel tactical enough when playing Colonial Marines and other military forces, but Alien: The Roleplaying Game is not skirmish roleplaying game and it is not about fighting the Xenomorphs, but surviving an encounter with them. More of an issue is that the layout with its washed-out colour palette may not be easy to read for everyone. Perhaps the main issue is that it is difficult to know what a game of Alien: The Roleplaying Game played in the Campaign mode is like. There are tools for providing story hooks and plenty of setting material on the rulebook, but with just its single scenario of ‘Hope’s Last Day’ and both Chariot of the Gods and Destroyer of Worlds being the only scenarios available, and all three written for the Cinematic mode, we are yet to see what the Campaign mode is really like.

Alien: The Roleplaying Game is not just a roleplaying based on the Alien universe. It is also an excellent introduction and overview of the setting, which when combined with the superb artwork, should please any fan of the Alien universe. As a roleplaying game, Alien: The Roleplaying Game provides everything that a Game Mother needs to run a game in the Alien universe, bringing together the straightforward, fast-playing mechanics of the Year Zero engine, a very well done treatment of the background, and an entertainingly fearsome Stress and Panic mechanic which captures the feel of the source material, all beautifully packaged, to present a nasty, brutal, and often forgiving space horror roleplaying game. Roleplayers have long wanted a good treatment of the Alien universe, and in Alien: The Roleplaying Game Free League Publishing has not only given them that, but given us a scarily playable retrofuture, a great Blue Collar Sci-Fi Horror roleplaying game, and an outstanding adaptation of the source material.

Sunday, 1 November 2020

An Alien Starter

It has been almost thirty years since there has been a roleplaying game set in the universe of the films Alien and Aliens, but that roleplaying game—the Aliens Adventure Game from Leading Edge Games—is primarily remembered for its complexity and emphasis upon combat over horror. That said, the publisher did produce Aliens, a highly effective treatment of the film which was also one of the earliest co-operative games. However, Free League Publishing, best known as the publisher of Mutant: Year Zero – Roleplaying at the End of Days and Tales from the Loop – Roleplaying in the ’80s That Never Was, obtained the licence and published Alien: The Roleplaying Game in 2019. Drawing from the films Alien, Aliens, Alien 3, and Prometheus, this explores the future of mankind in the late twenty-second century, where out on the frontiers of space, colonists scratch a living on barely terraformed worlds, starships towing mammoth refineries processing resources leave for the inner worlds with their crew in hibernation, corporations own and run worlds, rivalries between corporations escalate in cold wars and hot wars, and the United States Colonial Marine Corps attempts to keep the peace. Out on the frontier, in the coldness of space there are secrets too, some corporate, others unimaginably ancient, many of which will get you killed or kill you. There are rumours of old ruins, of impossible aliens, of lost colonies, and coverups—and maybe they will get a person killed too. This is the set-up for Alien: The Roleplaying Game, its future one of body horror, survival horror, corporate malfeasance, and worse…

The Alien Starter Set is designed as an introduction to the setting and the game. It comes richly appointed. Open up the deep box and you will find two sets of dice, a deck of cards, a large, double-sided poster map, two books—one a rulebook, the other a scenario, five pregenerated Player Characters, and a sheet of counters. Everything is done in a trade dress which evokes the Alien and Aliens milieu, muted blues and greens against a black star field, with superb fully painted artwork done by the same artist who illustrated Symbaroum. Essentially, the Alien Starter Set comes with everything that the Game Mother—as the Game Master is known in Alien: The Roleplaying Game—and five players need to enjoy their first experience of the horror setting and the roleplaying game’s mechanics.

The first of the books in the Alien Starter Set is the Rule Book. Now this is not the full rulebook, but the pared down version you would expect of a Starter Box. It introduces the setting and its history up until after the events of Alien 3, its themes—Space Horror and Sci-Fi Action, combined with a Sense of Wonder, and it explains the rules—skills, combat, panic and stress, and of course, xenomorphs. It also covers the types of characters that can be played and their associated campaign frameworks—Space Truckers, Colonial Marines, and Frontier Colonists. It also mentions Company Reps and Androids, both of which are playable using the full rules. Notably, it also explains the Alien: The Roleplaying Game can be played in one of two modes—Cinematic and Campaign mode. Cinematic mode is designed to emulate the drama of a film set within the Alien universe, and so emphasises high stakes, faster, more brutal play, and will be deadlier, whilst the Campaign mode is for longer play, still brutal, if not deadly, but more survivable. Of the two, the Cinematic mode is suited to one-shots, to convention play, and as introductions to the mechanics and setting of Alien: The Roleplaying Game. ‘Chariot of the Gods’, the scenario which comes in the Alien Starter Set, is written for the Cinematic mode.

Although the Rule Book in the Alien Starter Set does not include rules for creating characters, it explains what they are made of and how they work. A Player Character is defined by four attributes—Strength, Agility, Wits, and Empathy, each of which has three associated skills, for a total of twelve skills. For example, Heavy Machinery, Stamina, and Close Combat are associated with Strength, whilst Observation, Comtech, and Survival are associated with Wits. All skills also have stunts which come into play when a player rolls two or more successes in an action. A Player Character also has one or more Talents, essentially advantages that give him a benefit in addition to his skills. None are listed in the Rule Book in the Alien Starter Set, each of the pregenerated Player Characters in the Alien Starter Set has one.

In addition, a Player Character has a buddy and rival from amongst his fellow Player Characters—intended to create tensions and roleplaying opportunities; Personal Agendas—again to create tensions and roleplaying opportunities, but also to earn a player Story Points—which can be spent to gain automatic successes) for his Player Character; and both equipment and consumables. The latter consist primarily of air, food, and water, for whilst there are monsters—inhuman and human, out there on the frontier which will kill you, so will a lack of the right consumables.

Mechanically, Alien: The Roleplaying Game and the Alien Starter Set use the Year Zero engine first seen in Mutant: Year Zero – Roleplaying at the End of Days. The rules are light and fair quick, with dice rolls primarily intended for dramatic or difficult situations such as combat, hiding from a strange creature bent on doing unspeakable things to you, making repairs in a hurry, and so on. To have a Player Character undertake an action, a player rolls a number of Base dice equal to a combination of attribute and skill (or just attribute if the Player Character lacks the skill), aiming to roll one or more sixes. One result is enough to succeed, whilst extra successes can be used to purchase Stunts, like halving a task’s time or doing extra damage in combat. Although one Player Character can help another, the Alien: The Roleplaying Game—just like the films it is based upon—will involve conflicts between Player Characters as well as NPCs, especially when Personal Agendas clash, and where opposed rolls come into play from such situations, successes rolled by either side cancel each other out. If a Player Character fails, or wants to generate more successes, then his player can push the roll. Although this can only be done just the once for each roll, it can generate successes, but it also leads to the core mechanic in Alien: The Roleplaying Game—Stress (and panic)!

Stress in the Alien: The Roleplaying Game is designed to build and build over the course of a scenario, particularly in Cinematic mode. It is not gained just for pushing a roll, but also for firing a firearm in fully automatic mode, suffering damage, being attacked by a fellow crewman, when someone is revealed as an android, and so forth. For each level of Stress suffered by a Player Character, whenever that Player Character takes another action that requires dice to be rolled, his player not only rolls the Base dice as usual, he also rolls a Stress die. So, the more levels of Stress suffered by a Player Character, the more dice—Base dice and Stress dice—his player has to roll. This has both advantages and disadvantages. On the plus side, it increases the chances of rolling successes, but on the downside, any ones rolled have negative effects. First, they prevent the roll from being pushed; second, they trigger a Panic Roll. This requires the roll of a six-sided die plus the Player Character’s current Stress level. Results of six and below have no effect, but results of seven and above include a nervous twitch which increases everyone’s Stress level, dropping an item, immediately seeking cover, screaming, fleeing, going berserk, and more. Although rest and recuperation can reduce Stress, for the most part, over the course of a scenario, a Player Character’s Stress is going to grow and grow...

Combat in the Alien: The Roleplaying Game is designed to be straightforward, but with one or two tweaks to fit the setting. One of these is Stealth Mode, the initial state for any combat situation. This is designed to cover hidden movement by NPCs and other unknown threats, attempts to detect hidden movement and threats, and the like before actual combat occurs. The rules also cover Initiative—handled by draw of a card, rated between one and ten; actions—a Player Character receives a Fast Action and a Slow Action or two Fast Actions per turn; ranged and close combat; damage and critical injuries—the latter suffered when a Player Character’s Health is reduced to zero, some of them deadly; and Overwatch, the ability for trained soldiers to monitor a particular area and be ready to shoot when something happens within it. Other hazards covered in the Rule Book in the Alien Starter Set include starvation and dehydration, the cold vacuum of space, fire, explosions, disease, and more. The Rule Book ends with a surprisingly extensive list of guns and other equipment, the firearms in particular being illustrated.

In all of this, the Xenomorphs do get their own section. It amounts to half a page. This might seem to be somewhat sparse, but to be fair it is enough to run ‘Chariot of the Gods’, the scenario which comes in the Alien Starter Set. Plus the scenario has more detail about the threat it thrusts in the Player Characters’ way… Written by Science Fiction author, Andrew E.C. Gaska, ‘Chariot of the Gods’ is designed for use with Alien: The Roleplaying Game’s Cinematic mode. It falls into the ‘Space Truckers’ framework and is very much a Blue Collar Sci-Fi horror scenario, covering all of the themes of the setting and the roleplaying game—space horror and Sci-Fi action with both survival and body horror along with corporate malfeasance. Its fairly heavily plotted storyline  is supported with a combination of Personal Agendas and events that get increasingly horrifying as it progresses. Unlike the Rule Book in Alien Starter Set, it includes all of the details of the Xenomorph that the Game Mother will need, but this is by design and will obvious why once the Game Mother begins preparing the scenario. It should be noted that given the importance of Personal Agendas in Alien: The Roleplaying Game, ‘Chariot of the Gods’ really only works when all five pregenerated Player Characters are in play and it can benefit from the tensions and conflicts that their Personal Agendas will promote. Overall, this is a nasty one-shot which should provide one or two sessions of play and deliver a film-like plot.

Supporting both ‘Chariot of the Gods’ and Alien Starter Set, the box also includes a number of extras. These start with the two sets of dice—the Base dice and the Stress dice. Both are six-sided dice and there are ten of each. The six face of both the black Base dice and the yellow Stress dice is marked with a ‘blip’ or ‘ping’ a la the Motion Tracker of Alien and Aliens fame. When one of these is rolled during the game, it is counted as a success. However, the one face of each Stress die is also marked with a Facehugger symbol. When one of these is rolled, it prevents a roll from being pushed as well as triggering a Panic Roll.

The five pregenerated Player Characters make up the crew of the USCSS Montero, the small cargo ship which appears in ‘Chariot of the Gods’. They are double-sided and include an illustration and background on the one side, and a filled in character sheet on the other. They are clear and easy to read.

The deck of cards consists of fifty-six cards. They include the ten Initiative cards and twelve Weapon cards, which can be used when playing any scenario or campaign of the Alien: The Roleplaying Game, whilst the remainder are tied into the ‘Chariot of the Gods’ scenario. These include ten NPC cards for the scenario and twenty-four Personal Agenda cards to be handed out as the plot progresses in the scenario. Lastly, the large foldout map, done on heavy paper stock, is also double-sided. On the one side it depicts the limits of explored space and on the other a full set of starship deck plans. This is designed for play, making use of the sheet of cardboard counters that includes USCMC marines, ship’s crew, Xenomorphs, ship counters, and status counters. One notable feature of the starship deck plans is that they include the ship’s vents—perfect for hidden movement and hunting monsters in the dark!

Physically, Alien Starter Set is superbly presented. The look and trade dress of the box and its contents screams Alien and Aliens to anyone who looks at it. Both books could have been shorter, yet the more spacious layout makes them much easier to read and digest. The cards and the pregenerated character sheets feel a little thin, and perhaps it would have been nice if the counters had been in more then the one colour. The poster map though, is pleasingly sturdy. The writing does a slight edit in places, but it is direct and to the point, getting across the dangerous and dystopic nature of the future of the twenty-second century and presenting the rules in a simple, easy-to-read, and easy-to-grasp fashion. The standard feature of the Alien Starter Set is the artwork, which is just stunning.

The Alien Starter Set does exactly what it should. It introduces the setting and explains the rules, before providing a playing experience within that setting. It does this very well and it does a good job of supporting all three of these objectives. However, the Alien Starter Set is for a licensed property and it has high production values—and both factors are reflected in the price. The Alien Starter Set does cost more than the average starter set. Yet once the Game Mother has run ‘Chariot of the Gods’, the Rule Book can easily serve as a ready reference guide for the rules at the table where it is likely to be more accessible than the Alien: The Roleplaying Game core rulebook. Both counters and the poster map can be used again, and there is no denying the utility of having more dice at the table. Further, future adventures could be run using the rules in the Alien Starter Set alone, especially if they come with pregenerated Player Characters and written for the Cinematic mode. 

The Alien Starter Set is an impressive introduction to the Alien: The Roleplaying Game. It not only looks fantastic, it also comes with everything necessary to deliver and roleplay a frighteningly nasty experience in the cold darkness of space where the horrors faced include the feared Xenomorphs and your fellow man.

Saturday, 21 December 2019

Battling Bruce

If you are a board gamer, then 2019 is a good time to be alive. You are spoilt for choice and you are spoilt for choice in terms of good games and you spoilt for choice because games can be designed around a theme or an intellectual property and they can fit that theme or property. For there cannot be any other good reason why Ravensburger can get the licence for a nearly fifty-year-old blockbuster and turn that blockbuster into a game that is not models the blockbuster, but which is actually a good game. A game that could and would never have been designed or published in 1975, the year of the blockbuster’s release. A tense, desperate game of cat and mouse—or rather shark and mouse—for the blockbuster is none other than Jaws. In fact, it is the first summer blockbuster, in which a giant man-eating great white shark attacks beachgoers at a New England summer resort town, prompting the local police chief, marine biologist, and a professional shark hunter to hunt it down. The film is regarded as both a classic thriller and horror film, and has been selected by the United States Library of Congress for preservation in the National Film Registry.


Jaws: A Boardgame of Strategy and Suspense is an asymmetrical, two to four player semi-co-operative board game for ages twelve and over, which is played in two acts and lasts about an hour. One of the players takes the role of the Shark, whilst the other players take the roles of the hunters, Police Chief Martin Brody, marine biologist Matt Hooper, and shark hunter, Quint. (If there are fewer players, then the roles of Brody, Hooper, and Quint are shared between them, so that it is possible to play a two-player game). In the first act, ‘Amity Island’, the Shark hunts the waters off Amity island, eating swimmer after holiday swimmer as the hunters try to track its location and tag it. Once the Shark’s hunger is sated or it has been tagged twice, the Shark swims out to sea and the second act, ‘Orca’, begins. In ‘Orca’, the shark attacks the hunters aboard Quint’s boat, Orca, until they manage to kill the Shark or the Shark eats them or the boat.

Act One: ‘Amity Island’ is played out on a map of the island, which depicts the island’s four beaches—North, South, East, and West, two Docks, Shop, Mayor’s Office, and Amity P.D. on the island. Each Round is divided into three phases—Event, Shark, and Crew phases, which are played out in that order. In the Event phase, an Event card is drawn which determines on which beaches new swimmers will take to the water, plus an event and its special rules. For example, ‘The Fourth of July’ opens all beaches and they cannot be closed that Round; ‘Amity Island in the News’ grants one player an extra action that Round; and ‘Ben Gardner’s Boat’ enables the Shark to knock either Hooper or Quint from their boat and into the water if it passes through the same space as the boat, forcing their players to expend actions getting back aboard.

In the Shark phase, the Shark player has three actions he can undertake. Obviously, he can Move and he can Eat swimmers. He can also use one of four special abilities, represented by Power Tokens, like being able to swim faster or avoid the detection methods that the hunters are putting in his way. Each Power Token and its special ability can only be used once per game. All of this is done in complete secrecy, the Shark player tracking his movement on a pad included with the game and noting how many swimmers he has eaten on the Shark card. At the end of the Shark phase, all his player has to do is tell the hunter players how many swimmers he has eaten, whether he swam past a motion tracker, and whether or not a Power Token was used (but of course, not which).

In the Crew phase, Brody, Hooper, and Quint get to act, but they can act in any order and each has different things they can do. All three have four actions each and can Move, Rescue a Swimmer if at a beach, and Pick Up Barrels, though what each of them does with these Barrels is slightly different. Brody is famously afraid of the water and so runs around Amity Island, collecting Barrels from the Shop and carrying them, one at a time, to the Docks, but if at the Mayor’s Office or Amity P.D., can issue an order to Close a Beach, which temporarily prevents Swimmers entering the water there when directed to do so by an Event card, and when at a beach, can use his Binoculars to scan the water for the Shark.

Hooper spends this act on his fast boat which enables him to move further, but as well as picking up swimmers, his primary task is to ferry the Barrels from the Docks where Brody has dropped them off, to Quint aboard the Orca. He also has a Fish Finder, which he can drop into the water to determine if the Shark is in the zone he is in or an adjacent zone. Lastly, once Hopper has got one or more Barrels to him, Quint can Launch a Barrel into the water, either in the zone he is in, or an adjacent zone. If it hits the Shark, it sticks, and the Shark player has to tell the hunters where he is. If the Shark is not there, then the Barrels floats in the water and acts as a motion detector which will alert the hunters whenever the Shark passes through the zone it is in.

Act One: ‘Amity Island’ ends when the Shark swims out to sea. This will either because the Shark has eaten nine Swimmers or because the hunters have attached two Barrels to the Shark and forced it to flee. The number of Swimmers that the Shark has eaten by then is important because it determines the number of Shark Ability cards the Shark will have in Act Two: ‘The Orca’ and the number of equipment cards the Hunters have. The more Swimmers that the Shark has eaten, the more Shark Ability cards the Shark player will have and the fewer extra Equipment cards the Hunters will have—and vice versa.

Act One: ‘Amity Island’ is a game of hidden movement upon the part of the Shark and deduction upon the part of the Hunters. In this, it feels like the hidden movement of Fury of Dracula where the vampire hunters try and track down the vampire count, the trail narrowing and narrowing. In Jaws: A Boardgame of Strategy and Suspense the search area is narrowed by placement of the Barrels as Motion Trackers, but at least on one occasion the Shark will be able to avoid them with a Power Token. Doing so will probably be best used by the Shark to sneak past a Motion Tracker onto a beach and grab one or two last Swimmers which will increase the number of Power cards he will have in Act Two: ‘The Orca’. Another game which Act One: ‘Amity Island’ feels like is Pandemic with its turnover of Swimmers which will appear at beaches again and again as Event cards are drawn.

Act Two: ‘The Orca’ is more focused and fraught, taking aboard Quint’s boat as it withstands attack after attack by the Shark, as seen in the finale of the film. It is played on the reverse of the game’s board, the players flipping it over after completing Act One: ‘Amity Island’ and laying out the eight tiles which depict the deck plan of the Orca. Each of these tiles is also double-sided. On one is the undamaged section of the Orca’s deck plan, on the other the section after it has been damaged by the Shark. The Shark can further damage each section of the deck plan to actually destroy it and dump any of the Crew into the water. The aim of the Shark is to chew the Orca into splinters and eat the Crew, whilst they must accurately determine where the Shark will attack again and again and kill it.

In comparison to Act One: ‘Amity Island’ in which each Round has three phases, Act Two: ‘The Orca’ each Round has six phases and is consequently more complex. These phases are Resurface Options, Shark Chooses, Crew Prepares, Shark Reveals, Crew Attacks, and Shark Attacks. In Resurface Options, the Shark player draws three Resurface cards which give him the three Resurface Zones where he can attack the Orca on that Round. In addition, each Resurface Card will determine how many dice the Shark player will roll to attack that Round, how many hits the Shark can absorb that Round before it takes damage, and whether or not it can shake free of a hook, such as that from a fishing pole or the gas canister, that one of the hunters may have attached from it. All three of these factors will influence the Shark player’s decision as to where he will attack, as will how much damage the boat may have taken in those Resurface Zones. Then in the Shark Chooses, the Shark player decides which Resurface Zone to attack from the three Resurface cards and whether or not he will play a Shark Ability card, which for example, enable to completely destroy a section of the Orca if it attacks it or even take a second attack. Both of the choice of Resurface card and Shark Ability card are kept secret.

In Crew Prepares, each Crew Member decides which of the three Resurface Zones he will move to and which weapon he will use. Melee weapons have to be used in the same Resurface Zone where the Shark attacks, whilst ranged weapons can be used at a distance. Some melee weapons can be attached to the Shark which will hinder the marauder. Accessories like Ammo enable firearms to be used again, Chum can be thrown into the water to attract the Shark to a particular Resurface Zone, and the Shark Cage will protect one of the crew members. Every Crew member has his own weapons and items of equipment and will have access to more, the amount depending on the number of Swimmers the Shark ate in Act One: ‘Amity Island’. 

In Shark Reveals, the Shark player reveals which Resurface Zone the Shark is attacking followed by the Crew Attacks phase, and lastly, the Shark Attacks phase. In the former, the players take it in turns to roll the dice and inflict as much damage on the Shark as possible, or if they can, automatically attach a weapon to the Shark. In the Shark Attacks phase, the Shark player will attack the boat and if the Shark damages or destroys a section, then it is flipped or removed and any Crew Member on that section of the Orca is knocked into the water. They will have to spend their movement on the next round getting back onto the boat. The Shark can also attack a Crew Member who is in the water  and may get a bonus attack against them as well. Play continues like this until the Shark is killed and the Crew Member players win, or the Shark either destroys all of the boat or kills all three Crew Members, in which case, the Shark player wins.

Just like Act One: ‘Amity Island’, Act Two: ‘The Orca’ feels a little like another game and that is Forbidden Island with its sinking tiles. In Jaws: A Boardgame of Strategy and Suspense it is the parts of the Orca which are being attacked and damaged and then forced to sink, reducing the size of the boat and thus the play area. That said, the use of the Resurface Cards to determine where Shark comes to the surface and attacks the boat does feel new. LikeAct One: ‘Amity Island’, this has the effect of narrowing the choices in terms of where the Shark will go next, but this is fairly fraught it also increases the likelihood of the boat and potentially the Crew Members in that area being attacked.

Act One: ‘Amity Island’ and Act Two: ‘The Orca’ do feel different to each other. The first is more strategic with more planning involved as the hunters search for the Shark and the primary way of knowing where it is, is from the number of disappearing Swimmers. The second is more immediate, more tactical, the Crew Members reacting because the Shark is all but on top of them. Which is very much like the film.

Physically, Jaws: A Boardgame of Strategy and Suspense has excellent productions. The look of the game and the graphics draw very much from the look of the film and its famous poster. Where possible, stills from the film are used on the Event Cards in Act One: ‘Amity Island’, but the artwork is excellent throughout. The Meeples for Brody, Hooper, and Quint are what you would expect, but a nice touch is that the boats for both Hooper and Quint are also of wood, as is the piece for the Shark. Lastly, it should be noted that the rule is also well presented with every effort made to make it possible to learn and play the game as the players read through the rulebook on opening the box. It is not wholly perfect, but is nevertheless, very well done.

Now if you have wide experience of playing board games, then with Jaws: A Boardgame of Strategy and Suspense it is possible to spot some of the mechanics seen in other games, but this does not mean that the game is immatitive, just as it means that the game is neither radical or groundbreaking. Indeed, the mechanics have been adjusted where necessary to match both the source material and the game play. What you have in Jaws: A Boardgame of Strategy and Suspense then, is a well oiled, well tooled, design, one that really does take the source material and build a good game around it whilst being true to the source material. In fact, as a design, it transcends any novelty factor that the game might have had for being based on as famous a thriller as Jaws. Put that all together and it should be noted that the game is surprisingly inexpensive for a design of its nature and the quality of its components.

Jaws: A Boardgame of Strategy and Suspense is not absolutely perfect. It may well be too good an emulation of its source material to play more than a few times, because it does not offer a lot of variety in terms of game play. This is not to say that game is not fun—it is, how much after a few plays is another matter. In addition, you need to have seen Jaws to get the most out of the game and since Jaws is a somewhat gruesome thriller, neither film nor game may necessarily be suitable for its younger suggested age limit of twelve. 

Yet beyond those issues, Jaws: A Boardgame of Strategy and Suspense delivers exactly what you would want in a game based on Jaws the film. It is fraught and it is frantic, you do feel desperate as more and more Swimmers are eaten in Act One: ‘Amity Island’ and then the Shark comes after you in Act Two: ‘The Orca’, but that feeling can turn around as you close in on the Shark… Plus if you are a fan, you get to play out the film and see what you would have done in their place and you get to roleplay the characters, quoting all of the famous lines, and so on. If you are a Jaws fan, then Jaws: A Boardgame of Strategy and Suspense is a game you will definitely want, and if you are a board game player, then it offers semi-co-operative, heavily themed play in well-presented, solidly designed, and inexpensive package.